Evangelion_2014 Posted July 18, 2006 Share Posted July 18, 2006 My mage/battlemage characters usally run around raiding dungeons, buying all the alchemic ingredeints from bars to get up my alchemy. When I get back from my raids, I usally rest to level up in said bars, and sell loot from the dungeons if it is daytime, or waiting around until daytime if it's night to sell the loot. My thief-type characters usally loot houses and sell l00t to the fences all day long. Link to comment Share on other sites More sharing options...
fuzzatron Posted July 18, 2006 Share Posted July 18, 2006 My newest character, a wood elf assassin, spends a lot of time in the Imperial City, as he lives there, and Thoronir has a 100 dispostion and therefore pays alot for loot. Besides that he frequents Cheydinal, to visit the sanctuary, and Bruma to sell stolen loot (he's not very high up in the thieves guild yet). He hunts in Droznot Cave, Crayfish Cave (best loot anywhere in Cyrodil), and other random marauder, vampire, and bandit hideouts. My best character, a Breton Mage, is all over the place. As she currently heads every guild and is quickly running out of side quests. She'd have finished the main plot already as well if Oblivion Gates weren't so dreary and obnoxious. She owns every house, but favors the one in Cheydinal, has all her stuff is there and moving 1000's of pounds of sentimental trinkets and ingredients and such is way too much work. I try not to fast travel but usually get bored about halfway there and give in. I also try to sleep at night and for 8 hours or so. I think I'm going to download the mod so you have to eat and sleep... Link to comment Share on other sites More sharing options...
cryocry Posted July 18, 2006 Share Posted July 18, 2006 My newest character, a wood elf assassin, spends a lot of time in the Imperial City, as he lives there, and Thoronir has a 100 dispostion and therefore pays alot for loot. Besides that he frequents Cheydinal, to visit the sanctuary, and Bruma to sell stolen loot (he's not very high up in the thieves guild yet). He hunts in Droznot Cave, Crayfish Cave (best loot anywhere in Cyrodil), and other random marauder, vampire, and bandit hideouts. My best character, a Breton Mage, is all over the place. As she currently heads every guild and is quickly running out of side quests. She'd have finished the main plot already as well if Oblivion Gates weren't so dreary and obnoxious. She owns every house, but favors the one in Cheydinal, has all her stuff is there and moving 1000's of pounds of sentimental trinkets and ingredients and such is way too much work. I try not to fast travel but usually get bored about halfway there and give in. I also try to sleep at night and for 8 hours or so. I think I'm going to download the mod so you have to eat and sleep... Your Breton Battlemage who is head of the Fighters' Guild and Mages' Guild is also head of the Thieves' Guild and the Dark Brotherhood? And the Arena? If you're running out of quests, my hobby is collecting weapons. I want to have 10 of every weapon there is availible, you should try that. Link to comment Share on other sites More sharing options...
Auto-Hellion Posted July 18, 2006 Share Posted July 18, 2006 heres a tip if u want ur guy notice put him in them middle of the imperial city market district in aqua robes or somthing strage Link to comment Share on other sites More sharing options...
Vagrant0 Posted July 18, 2006 Author Share Posted July 18, 2006 heres a tip if u want ur guy notice put him in them middle of the imperial city market district in aqua robes or somthing strage Um, no. This isn't your standard "add an NPC that doesn't do anything" kind of mod. The goal of this is to make it look like the people of Tamriel do more than stand around with their thumbs up their ass 24/7. The question for this topic is because certain settings within the mod reset key logic functions need to be called every day. Some of these can be used on a quest script so that no matter where the player is, as long as they aren't sleeping or waiting that entire duration, it will trigger. Others require settings to be changed on the NPC's script, this means that the NPC needs to be loaded, or have completed a package to reset. Without going into too much detail, without this, I might as well just have them following a boring static routines day after day like every other NPC in the game. With this, I can have them move about dynamically, changing their schedules based on their actions, and those around them. Link to comment Share on other sites More sharing options...
Lukeass Posted July 18, 2006 Share Posted July 18, 2006 Does that mean that your NPCs will be doing things like hunting in the wilderness or clearing out dungeons on their own (or in a group or 2 or 3)? A mod like that would be very interesting, since there HAS to be more than one adventurer on the face of Cyrodil. If your mod was taking that kind of direction, it might be a good idea to schedule your NPCs to clear out certain nonquest-related dungeons in the local area of their town, and have a few of each of these adventurers in each town. It wouldn't make every one of your characters noticable, but it would definately be interesting to run into somebody else clearing out a dungeon ahead of your character, especially if he/she were to prompt your character to join forces with him for the duration of the dungeon crawl or provoke a fight because they don't want the player to take the loot that they "rightfully had a claim towards." One place that would be good for this would be Vilverin, since practically EVERY new character (at least amongst me and my friends) clears that place out right after leaving the Imperial Sewers. Link to comment Share on other sites More sharing options...
tolatrafi Posted July 19, 2006 Share Posted July 19, 2006 I usually stick to Chorrol, Bruma, and the IC. I mainly adventure in random ayleid ruins, as well as trying to find and close every oblivion gate on the face of cyrodiil (if my character hasn't beaten the main quest yet, of course.) Link to comment Share on other sites More sharing options...
Vagrant0 Posted July 19, 2006 Author Share Posted July 19, 2006 The question of making them visible is because until they are seen by the player once, they don't tend to do very much outside their local package group (IE, don't adjust actions). Just sticking them somewhere obvious like IC market would look wrong. Why would they all be standing there, only to go running off the moment you get close? This would also probably create problems with their packages as I'd have to make a special setting to make them stand in one spot before disbursing to the various guilds, 1-2 NPCs wouldn't be too bad, but since I'll probably be looking at 12+, this could be a problem. Then there is trying to make it work with most mods, and even when it is added to a game in progress. Link to comment Share on other sites More sharing options...
dylandvillian Posted July 19, 2006 Share Posted July 19, 2006 what i usually do while playing is hunt the shores of the lake around I.C. {(RUMARE)bad speller} then in random intervals i set out on my own mini adventures, occasionally encountering town, cities, farms, caves, monsters, big mountains, forts, ruins, game and ingredients. Then when the sun goes down i go back to the lake to retire for the night. Five times a week i go to I.C. to chill with the homies, oh and buy gear spend cash usually when i go to the I.C. everything's closed so i stay the night and do my business in the morning. i have a few char. saves that have a lot of the quest done but my most recent and favorite is a procrastinator. he has done none of the quest because: he loved all the quest from morrowind and wants to wait until oblivion has as many quest as morrowind did before he finishes them all. Every morning i go down to the lake, i go to ic the most of all the cities. i play on the standard time scale and with grass off. i make my own little mods for myself that tweak oblivion pretty good i get a lot of really crazy npc's in my tweaked version. What i did is made one of the original races semi gods that way when you are going through the main quest and what not you will occasionally run into someone that can knock essentials unconscious, and or summon powerful creatures. part of the same made i re-size some of the creatures like rats and bears. Then I have custom enchantments and spells made from scratch but never the less good and not over powering. i put them into the game world right in the tutorial. kinda of a "double mix up @ the watch captain" they left my weapons in my cell and a nifty enchanted amulet called The Royal Signet of Nevar. That's pretty much the extent of what i usually do in oblivion but I'm truly far from usual. i like the spots along the road along/around the lake. [{Quote Gargoyleski}"I even hunt down NPCs who cheat on their wives."] this is an cool idea and i think that i am going to give this a try, even though I'm not and orc. Thank You for Reading; Dylandvillian p.s. sorry for the length of the post, seems i' ery bored. Link to comment Share on other sites More sharing options...
Evangelion_2014 Posted July 20, 2006 Share Posted July 20, 2006 Does that mean that your NPCs will be doing things like hunting in the wilderness or clearing out dungeons on their own (or in a group or 2 or 3)? A mod like that would be very interesting, since there HAS to be more than one adventurer on the face of Cyrodil. If your mod was taking that kind of direction, it might be a good idea to schedule your NPCs to clear out certain nonquest-related dungeons in the local area of their town, and have a few of each of these adventurers in each town. It wouldn't make every one of your characters noticable, but it would definately be interesting to run into somebody else clearing out a dungeon ahead of your character, especially if he/she were to prompt your character to join forces with him for the duration of the dungeon crawl or provoke a fight because they don't want the player to take the loot that they "rightfully had a claim towards." One place that would be good for this would be Vilverin, since practically EVERY new character (at least amongst me and my friends) clears that place out right after leaving the Imperial Sewers. Nope. Not even the Orc adventurers actually take anything, they just hang out in the ruins, killing enemies that respawn there. Link to comment Share on other sites More sharing options...
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